02-11-2020, 03:28 PM | #1 |
Join Date: Jun 2010
Location: Dreamland
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Linking to skills?
After some research I found you can link and follow-up to physical attacks (such as weapons). Can this be done to any tool use?
Can you link more directly to skill use itself? For instance, lets say I built Healing to use First Aid for use. Can I buy Link so I can use both Healing and the mundane effects of First Aid on the target at the same time? Healing could even be limited to take longer and the power overall could be a form of 'cinematic first aid'. I could do the same with Mind Control and Intimidation, letting me scare them into doing what I want them to do in two ways simultaneously. Or maybe switch the skills, letting me heal someone through intimidation or or Mind Control someone by giving them First Aid. EDIT: I don't want to put Link on the skill itself, I know modifiers mostly don't work on skills, so it would only go on the advantage.
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Last edited by kirbwarrior; 02-11-2020 at 03:34 PM. |
02-19-2020, 03:10 PM | #2 |
Join Date: Jun 2010
Location: Dreamland
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Re: Linking to skills?
Bump. I'm thinking that if the skill takes a long time to use, that this might even work as a feature if the advantage takes as long.
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02-19-2020, 03:30 PM | #3 |
Join Date: Mar 2013
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Re: Linking to skills?
I don't think there is a way to link skills and advantages that way. However, there was a Pyramid article that discussed converting skills to advantages.
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
02-19-2020, 04:22 PM | #4 |
Join Date: Sep 2007
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Re: Linking to skills?
How about Healing (Requires Skill Roll (First Aid))?
Might have to sweet-talk the GM into letting the skill roll do something useful in addition to being the skill for the ability. But then, you could always volunteer to exchange the discount for RSR for the privilege. Link's an advantage because it saves the activation time for one of the abilities, normally one second. In combat, getting two abilities activated in one second instead of two seconds is a pretty big deal. If the two abilities have differing activation times, presumably you use the longer one. First Aid takes at least one minute (bandaging and tourniquets), with the usual time being 10-30 minutes. Adding an extra second to that to activate Healing is a trivial different when you're in narrative time. And even the short bandaging time of one minute is far too long to be useful in combat. So I'm not really sure what the extra benefit is expected to be. |
02-19-2020, 06:39 PM | #5 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Linking to skills?
Yep, it is +0% to swap an attribute roll for a skill based on that attribute .
If the existing roll is the wrong Stat, then Change attribute. Roll enhancement will solve that. If it doesn't already have a tool the Required (attribute) roll limitation will supply it. |
02-19-2020, 06:44 PM | #6 | |
Join Date: Mar 2013
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Re: Linking to skills?
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
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02-19-2020, 06:55 PM | #7 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Linking to skills?
See GURPS Powers p. 162 Skills for Everyone.
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02-19-2020, 08:20 PM | #8 |
Join Date: Mar 2013
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Re: Linking to skills?
Now I understand. As long as it's a new skill, that makes sense. I was thinking of being able to set this to a skill the character already had at a high level.
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
02-19-2020, 08:31 PM | #9 |
Join Date: Sep 2007
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Re: Linking to skills?
The other RAW requirement is that it be a Hard skill (or VH). Makes it a little more expensive... (but not enough to really matter, IMO).
Sometimes the ability skill is a newly-invented skill, just for the purpose. Psi Powers uses the Limitation extensively this way; PK wanted everything to have a trainable skill as well as power level. (It's nice to have both axes to model characters: strong but clumsy, precise but weak, young apprentice weak in both, master). But the skill doesn't have to be a unique skill, useful only for that one ability. GM's call as to what makes sense (as always). |
02-19-2020, 08:36 PM | #10 | |||
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Linking to skills?
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